Address Description
5B1B
Game Entry Point Alias
5B30
Tape Loader: Game
5B8B
Tape Loader: LD_BYTES
99FC
Action: Print The Hurry And Catch Line
9A05
Action: Set The State Mark And Say It Is Not Seen
9A13
Action: Print The Sale Remark
9A3D
Action: Arm The Later Exit And Print Tomorrow
9A4B
Action: Print The Conclusion
9A59
Action: Move Mrs Jones
9A74
Mark Action Taken
9A80
Action: Print Opening Text
9AA3
Read The Room Display Parameter
9B25
Measure Character Distance
9B50
Place Character Beside Match
9C07
Search Pair Table
9C43
Mark Object And Jump
9C56
Set The Object Held Mark
9C60
Clear The Object Held Mark
9C6A
Handler: Find Character Action
9C77
Execute Character Action
9CA2
Character Action: Basil Phipps
9CCE
Check Object In Character Location
9CE9
Process Character Action With Text
9CF2
Process Character Action Parameter
9D13
Character Action: Watson
9D30
Character Action: Chief Constable Strak
9D48
Character Action: First Local Police Man
9D65
Store A Set Mark And Print The Police Line
9D73
Character Action: Second Local Police Man
9D95
Character Action: Inspector Lestrade Helper
9DC6
Print The Surprised Remark Once
9DD8
Store A Set Mark At The Pointer
9DFF
Character Action: Inspector Lestrade
9E4A
Check Character State
9E60
Read Sherlock's Disguise
9E6C
Test The Police Flag
9E74
Report Success
9E87
Test The Busy Flag
9EA4
Test The Action-Taken Flag
9EC1
Character Action: Daphne Strachan
9ECB
Character Action: Cook
9ED1
Character Action: Gardener
9ED4
Read The Character Being Processed
9ED7
Read The Character Being Processed
9F1E
Update Character State And Location
9FC9
Print Text Token And Return
A040
Game Entry Point
A064
Run The Game Loop
A0DB
Check Character Schedule
A0E7
Load Or Save The Game
A0EB
Load The Game
A0F1
Save The Game
A0F7
Fetch Object Pointer From Stack
A104
Increment Pointer And Compare
A11C
Allocate Memory
A18A
Store That Byte In The Link Ahead
A1AF
Follow Record Pointer
A1C7
Process Memory Entry
A20C
Calculate Pointer Offset
A25D
Check Text Token Match
A277
Process Text Token
A296
Clear Display Lines
A2A2
Print Newline
A2AB
Clear Buffer
A2B1
Calculate Object Table Offset
A2BD
Extract Object Attributes
A2E4
Process Object Display
A360
Check And Reset Character State
A37D
Process Object Display
A414
Print A Full Stop
A419
Shift The Text Pointer And Print A Space
A45E
Print A Hyphen
A469
Print The Letter D
A476
Divide By Repeated Subtraction
A480
Print One Decimal Digit
A490
Print Hundreds, Tens And Units
A4AB
Point To Location Data Plus One
A4BC
Point To Object Attribute Byte
A4CD
Compare Location Data
A4E0
Leave Success For The Script
A51B
Read The Script Position
A536
Wait For A Key With Timeout
A59F
Print Text And Handle Control Characters
A5C3
Dispatch Looked-Up Handler
A5C4
Process Text Stream
A5CD
Process Text Command
A5EA
Mark Success For The Script
A5F2
Test For A Space
A63A
Print This Character
A63F
Choose The Line Break
A647
Print Character With Time Period
A64A
Leave A Full Stop As The Result
A65D
Process Text Token And Call Handler
A66C
Fetch Next Text Token
A679
Step The Record By Its Length
A684
Continue At The Next Token
A6BB
Skip Text Token Based On Type
A6D3
Print A Random Alternative
A702
Read The Parser Workspace
A709
Print The Next Token
A711
Run A Text Token Entry
A720
Clear The Object Source
A724
Read The Character Being Processed
A72C
Check The Room Display Parameter
A736
Print The Control Character
A73B
Check The Room Graphics Parameter
A745
Process Location Data If Valid
A751
Process Object Attribute
A75B
Print Text At An Offset
A771
Print The Token Text
A780
Pronoun For This Character
A78E
Pronoun For The Room
A793
Describe This Character
A7AC
Describe The Displayed Room
A7B4
Describe The Next Token
A7BA
Check Object Attribute With Flag
A7C5
Check Object Has Special Description
A7D0
Check Token Match And Set Flag
A7EB
Print Token Based On Parameters
A80E
Process Text Token With Attributes
A815
Read The High Byte Of The Token
A82F
Process Object Or Print Token
A83A
Get Common Word And Process
A840
Get Common Word
A852
Toggle Lowercase Handling
A880
Extract Token From Text
A887
Print A Dictionary Word
A92F
Process Text Token Format
A94D
Handle Nested Format Processing Recursive Call
A95B
Process Format Data Byte
A990
Rotate And Extract Character Code
A9B7
Print Character
AA14
Print One Character And Remember The Line
AAB2
Prepare Character For Display
AABD
Force The Display Marker On
AAC4
Choose The Display Path From The Initialised Flag
AAD1
Start Picture Mode When The Screen Is Idle
AB4C
Read Object Processing Flag
AB52
Copy Display If Needed
AB91
Check Display Mode
ABF3
Match Character Pair
AC24
Clear Co-ordinate Buffer
AC8F
Point At The Picture Origin
AC94
Read The Next Coordinate Pair
ACA6
Copy Display Data To Display Buffer
ACCC
Handle A Class A0 Word
ACFB
Apply The Saved Clause
AD57
Match A Class B0 Word
AE59
Copy Display Data If Zero
AE6A
Initialise Character Data Structure
AE7F
Save Text Pointer
AEA9
Follow Character Link
AEB6
Step To The Next Clause Record
AEC5
Step Through The Saved Clause List
AEC6
Walk The Saved Clause List
AEEA
Initialise Character Search
AEF1
Merge Character Flags
AF27
Read The Schedule Field
AF38
Copy Schedule Entry
AF52
Set Copy Length 0A
AF56
Set Copy Length 02
AF58
Copy Bytes For The Given Length
AFB3
Search Command Handler Table
AFE1
Check Bit And Jump
AFE8
Test Bit 1 Of The Source
AFFA
Remember The Display Page
AFFF
Save Display State
B00B
Clear The Display Lines
B012
Record The Result In The Input Flag
B01C
Step Display State
B033
Step Display State When Parser Clear
B049
Link Character When Flagged
B09A
Wait For A Key
B0A3
Reset Clock
B0AC
Initialise Character Timer
B0C6
Start A Fresh Script Cycle
B0D7
Load Game State
B0E4
Save Game State
B0EE
Calculate Location Offset
B0FD
Process Character Data
B135
Set Display Mode 02
B13F
Follow Link When Flagged
B151
Select Picture Mode Alternate
B15B
Initialise When Flagged
B191
Initialise Display Buffer
B2DF
Read The Room Graphics Parameter
B308
Read The Display Setup Flag
B32D
Read The Secondary Display Flag
B34F
Report An Empty Display Step
B36B
Report The Next Empty Display Step
B387
Read The Object Attribute
B39D
Process Display Pointer
B405
Swap The Object Display Pointers
B468
Copy Six Display Bytes
B483
Copy The Character Into The Display
B4A0
Dispatch Looked-Up Handler
B4A3
Check Flag And Set Display
B4C1
Find The First Noun
B4FD
Process Display Pointer
B517
Check And Process Objects
B54A
Check Flag And Set Display Parameter
B568
Match The Second Noun
B5A4
Test For The End Marker
B5B6
Unlink The Next Display Record
B62F
Select Jump If Zero
B633
Select Jump If Not Zero
B6DA
Process Display Entry
B6E5
Print Object Message
B6F0
Process Display Entry Alternate
B6FD
Process Location Display
B772
Read Dictionary High Nibble
B77F
Process Text Token Stream
B83C
Restore The Saved Character Record
B86A
Follow The Link Pointer
B8AA
Read The Pointer At The First Display
B90E
Read The Object Attribute
B91F
Check The Character Being Processed
B936
Process Script Display
B9CA
Copy The Link Ahead Of This Record
B9FA
Copy Pointer To Stack
BA20
Process Character Display
BA3E
Record The Result In The Character Script
BB46
Save The Object State
BB5C
Read The Action Flags
BBE5
Print Text Based On Flag
BC21
Check Object Attribute
BC46
Process Game Status Entries
BC74
Process Game Status Entries With Counter
BC9C
Process Game Status Entries Alternate
BCC9
Check Bit And Process
BD06
Process Object Pointer
BD4B
Set Object Table Pointer
BD51
Search Object Table
BD55
Read The Record Flag
BD69
See Whether It Matches The Moved Marker
BD7E
Calculate Object Pointer Offset
BDC2
Point The Object List At This Room
BE22
Copy The Object Picture Link
BE3C
Read The Next Object On The Display List
BE4B
Read The Next Object On The Saved List
BE5A
Advance Pointer And Check Bit
BE72
Process Entry With Counter
BE91
Test The Action Taken Flag
BF08
Check Bit And Process Entry
BF1C
Process Text Token Entry
BF45
Process Text Token Data
BF79
Handler: Date Bar
BFA4
Convert Number To ASCII
BFAA
Store It In The Record Flag
BFB0
Convert Number To String
BFBB
Make One Decimal Digit
BFC6
Populate Day Of The Week
BFD9
Handler: Game Clock
C00C
Get Time Period
C03B
Check Input Port
C040
Save Game
C089
Load The Saved Game Block
C0DF
Load Game
C10F
Clear Screen
C129
Initialise Screen Display
C142
Reset Screen Display
C14A
Draw Decorative Line
C1A8
Print Date Bar
C1C0
Print String And Wait For Keypress
C1CB
Print String
C1D8
Error: Out Of Memory
C1E1
Check TV Flag And Process
C1FC
Process Character Input
C1FD
Read The Pointer At The Storage Decorative
C22D
Record The Result In The Storage Decorative
C240
Validate Keypress
C249
Handle Backspace Key
C267
Subtract Seven
C271
Scroll Screen Up
C28D
Print A Row Of Spaces
C29C
Scroll Screen Down
C2BA
Process Screen Character
C306
Scroll Screen And Reset Display
C316
Update Screen Display
C37D
Advance Screen Position
C388
Print Character
C3E4
Redraw The Screen When Input Is Waiting
C403
Set The Printer Motor Speed Via Port FB
C415
Wait For Keypress
C41F
Get Keypress
C45E
Check Display Parameter
C463
Read The Display Mode
C493
Check Display Flag Bits 3 And 7
C4B2
Check Display Flag Bits 2 And 6
C4D1
Process Display Action
C542
Accept The Graphics Parameter
C55A
Record The Result In The Room Graphics
C560
Record The Result In The Room Graphics
C571
Copy The Record Flag Nibble
C57A
Copy The Record's Value Nibble
C583
Look Up The Display Record For The Moved Marker
C591
Process Display Record From Script
C5FC
Accept A Set Graphics Parameter
C60D
Record The Result In The Room Graphics
C613
Record The Result In The Room Graphics
C628
Test The Character Field Of The Display Record
C6BE
Test The Graphics Field Of The Display Record
C74E
Read The Object Attribute
C763
Read The High Byte Of The Source
C7A6
Test For The Seventh Marker
C821
Check Object Location Match
C863
Get Object Location
C86E
Check Object Mother
C89E
Exchange The Character Record With The Schedule
C8A7
Get Object Attribute
C8AF
Get Object Mother ID
C8BE
Test Object Has Special Description
C8C6
Process Object Attribute
C8EF
Set Object Pointers
C929
Process Object Display Logic
C989
Process Object Display With Pointer
C996
Process Object Display Entry
C9BF
Process Display Record
CA76
Read The Saved Character
CA7F
Read The Character Timetable
CA9E
Dispatch On The Schedule Marker
CAAF
Process Object Display Entry
CB2C
Run Display Record Code
CB34
Run Handler Keeping Pointers
CB40
Dispatch Looked-Up Handler
CB43
Process Display With Location Check
CB58
Select Sherlock After Clearing The Parser
CB67
Report Success
CB7B
Get Display Address Based On Flag
CBA7
Check Flag And Jump To Newline
CBC2
Process Character Display
CC0E
Find Character
CC29
Set Character Pointer And ID
CC37
Process Character Action
CC5A
Read The Character Timetable
CC78
Script Interpreter
CC82
Dispatch The Character Script
CD8B
Terminate Character Script
CD91
Terminate Character Script
CD95
Print The Command Message
CDA1
Show The Room Description
CDBF
Record The Result In The Room Display
CE18
Read The Character's Room
CE3B
Handle Room Display
CE4F
Clear Room Display Parameters
CE57
Read The Character's Room
CE6A
Run A Simple Action
CE83
Get Current Script State
CE8F
Continue Script Execution
CEB8
Process Script Command With Counter
CEDE
Process Room Display Parameter
CEFE
Advance Script Pointer By Command Size
CF03
Advance By Command Type
CF40
Step To The Next Byte
CF43
Clear Script Command Flags
CF73
Clear The Record Flag
CF79
Clear The Record Flag
CF80
Allocate Memory And Store Character
CFB6
Find Character Script Entry
CFB9
Walk The Character Script Entries
CFCF
Get Script Pointer
D008
Get Script Pointer From Timetable
D026
Update Script Pointer
D045
Is Sherlock Wearing The China Man Disguise?
D04F
Adjust Object Table For Sum
D078
Check Object Visibility
D0D0
Write Token To Buffer
D0DD
Process Location Token
D102
Process Location Token Display
D113
Describe The Current Room
D178
Read The Count
D182
Print The Set Message
D187
Print The Location Text
D1B2
Process Object Display With Check
D1C6
Record The Result In The Object Processing
D1DB
Jump To Handler
D1DC
Calculate Handler Offset
D206
Fetch Next Object
D21C
Fetch Next Object With ID
D224
Fetch Location Data Pointer
D237
Fetch Object Data Pointer
D249
Process Object Location Recursively
D26C
Look Up The Room Display Parameter
D275
Check Character ID Range
D278
Test For The End Marker
D288
Look Up Object And Test Moved Marker
D29D
Get Character Attribute
D2A4
Random Number
D2AD
Scale The Roll
D2ED
Start The Attribute Count
D2F2
Get Object Attribute Value
D2F5
Count The Matching Attributes
D305
Scan Objects For This Id
D33C
Fetch Current Character Location
D349
Search Two-Byte Length Table
D34E
Search Three-Byte Length Table
D351
Search The Table
D36A
Process Object Entry
D39B
Process Object Entry Alternate
D3D5
Take The Found Object
D3E8
Check Object Has Special Description
D405
Check Object Attribute With Flag
D416
Read The Schedule Field
D427
Read The Schedule Field
D448
Read The Character's Room
D46C
Find Object By Field One
D471
Find Object By Field Two
D474
Find Object By Field
D495
Get Object First Location
D4A7
Print Object List
D4CC
Count Objects In Location
D4EF
Check Object Match Criteria
D51A
Print Object List With Formatting
D526
Print Formatted Object List
D57C
Find Next Matching Object
D57D
Find The Next Matching Object
D590
Print Object Description
D5D3
Print Object Attribute Description
D5EF
Get Location Exit Data
D5FB
Get Direction Token
D607
Read The Room Graphics Link
D60B
Print Location Exits
D671
Find Next Valid Exit
D68C
Print Location Exits With Formatting
D6C1
Parse Input
D835
Release The Next Display Record
D85B
Record A Parser Failure
D87D
Read First Display Link
D88A
Read Next Display Link
D898
Read Command Line
D8AD
Read A Command Line
D95C
Leave A Quote As The Result
D968
Test For A Full Stop
D978
Map The Cursor Keys
D99E
Ignore Input Until The Game Has Started
D9B7
Delete Input Character
D9C5
Skip Spaces In The Input
DA34
Find The Dictionary Entry For This Token
DA7D
Match The Dictionary Word
DAC6
Test For A Common Word
DAE8
Test For A Digit
DAEF
Parse A Time
DB56
Test For A Full Stop
DB59
Test For A Comma
DB84
Start A Number
DBF7
Parse An Input Number
DC6C
Check Character ID
DC8D
Copy The Saved Character Id
DCA7
Apply The Room Display Parameter
DCDD
Read The Schedule Entry From The Current Character
DD07
Read Matched Character Room
DD0B
Compare Current Character
DD0E
Match The Character And Store Its Room
DD35
Describe Object If Present
DE48
Scale The High Byte By Sixty
DE60
Measure The Gap Between The Two Pointers
DEA4
Set Bit Five Of The Current Object
DEB6
Clear Bit Five Of The Current Object
DEC1
Store The Character Attribute
DEE4
Combine The Result With The Character's Room
DF5B
Print Object Description Text
DFCC
Special Case Object 06
E03A
Place Character
E0ED
Set The Held Mark
E0FF
Set The Other Held Mark
E151
Lookup And Print Display Text
E17B
Dispatch Room Graphics
E1FC
Print The Line About You
E201
Test For The End Marker
E207
Find The Response For This Id
E28D
Test This Character Against The Room
E2EE
Record The Result In The Room Display
E34F
Read The Character's Text Pointers
E38F
Store The Shifted Text Pointer
E39C
Read The Text Pointer's Low Byte
E3A9
Read The Source At The Display Pointer
E3F5
Check The Character For Room Graphics
E4FB
Dispatch Looked-Up Handler
E510
Store The Result In The High Byte
E560
Find The Character On The Saved Pointer
E58C
Copy The Clock Link
E5C3
Look Up The Current Object
E619
Scan Objects
E686
Reject Low Character Attribute
E691
Process Character Attribute
E6EA
Store The Action Flags
E6F6
Compare The Character With The Room
E710
Print The Action Message
EAF8
Copy The Character Onto Both Records
EB13
Point At The First Character
EB1B
Point At The Other Character
ED3B
Set Bit Six Of The Current Object
EF9E
Set The Print Flag And Print
EFAE
Print This Handler's Message
EFB5
Store The Character's Text Pointer
EFC9
Match Sherlock Disguise
F105
Set Bit 1 Of The Indexed Character
F19D
Reject A Lower Character Id
F1AA
Print The Lower-Id Message
F1C1
Update Object Location
F1D6
Action: Room And Character Flags
F389
Compare The Room Parameters
F3C2
Drawing
F490
Drawing Fill
F50D
Keep Only The Bits That Are Set
F514
Attribute Up
F525
Attribute Down
F536
Attribute Left
F540
Attribute Right
F54A
Step Pen Up
F555
Step Pen Down
F55E
Step Pen Right
F565
Step Pen Left
F56E
Drawing Line
F5D2
Plot A Pixel
F5FB
Pixel Address